Flippabottle

For this elective term, I have been taking a STEAM course called Game Changers. In this elective course, we have been learning about games and game design. Some of these games include tabletop games like a board, dice, and card games. We learned about game creation and how to innovate and invent our own games. We were also able to make our own tabletop games. One of our field experiences was to go to CHITAG (Chicago Toy and Game Fair) and present our game. While we were there we were able to get lots of feedback for how to make our games better. I was on of the lucky ones who also got an interview with a couple of different television companies. We learned about what an elevator pitch was and how it’s so useful when selling your idea. For this Action Project, we were supposed to produce our final version of our games. My game is complete but not perfect. I had a really hard time creating the physical components for my project, but I overcame it with just pushing through. I had a significantly easier time creating ideas for the game. 

Elevator Pitch:

Who are you?

In Flipabottle you are athletes trying to hit the bullseye with a water bottle.

What do you do / What can you do?
Flipabottle is a quick and easy game where you flip a bottle onto a target. In the process, you have to flip cards that indicate where you start your flip. You can collect points by landing your bottle on its base on the bullseye. You can also get partial points when your bottle doesn’t land but lands mostly in one section.

How do you win?
The win mechanism to Flipabottle is to have more points than your opponent. If there is a tie, you keep going until one team has twice as many points as the other team.




Play testing is one of the most important things you do when creating a game. I was lucky enough to get several people to playtest my game. When play testing my game, I realized that when a player earns points, there was not a clear way to track the score. The scoring mechanic was most crucial in my case. I originally had a notecard that you would just write the score down on after a point was earned. Later, I realized how confusing it was and how much of a chore it would be. I knew I wanted to change this, so that it was simple and was appealing. I built an old-school scoring box that you flip. As soon as I changed this, it was great. The whole scoring mechanism was fixed.

The game all started five weeks ago. I was sitting on a chair at a fencing North American Cup and I was flipping a water bottle. For those who do not know what that is, it’s a trend where you flip a water bottle and try to land it on its base. I was water bottle flipping with my friend and that’s when it hit me! I had a game idea. What if I could create a game with the simplicity of just flipping a water bottle? I was thrilled! I brainstormed this more on pen and paper later on that week. I then decided that I want to use a bullseye to keep track of points earned. I came up with two prototype examples, and presented them and then got loads of feedback.

I used all the crucial feedback that I got when I presented my prototypes. With the feedback, I was able to create a final prototype that I could potentially sell. Overall my game didn't have a whole lot of feedback. The only major thing I got was the scoring mechanism. I was really able to use their help to brainstorm a better way to keep track of my score. I revised my whole game over and over. I asked friends, family, teachers, coaches, and even younger kids for help. I wanted to make sure that all ages could play my game. I wanted to be sure that I got plenty of feedback. The revision process for me was the most beneficial part of my game. I think the reason for that is I wanted my game to be the best.

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